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Messages - Scout

Pages: [1] 2
1
Technical forum / Re: Window static objects
« on: December 02, 2008, 03:58:39 PM »
But I appreciate you trying to help. ::thumbup

2
Technical forum / Re: Window static objects
« on: December 01, 2008, 09:40:11 PM »
I was just about to reply that maze's suggestion didn't work.

Many thanks for that, Jan.

3
Technical forum / Window static objects
« on: December 01, 2008, 08:52:55 PM »
I have a window that I load and at the point of loading I change the text display of one static object and the image display of another static object.  Except that the image doesn't change but the text does, which confuses me, somewhat.

Code: [Select]
var ShowInfo = Game.LoadWindow("interface\system\InfoWin.window");
var InfoImage = ShowInfo.GetControl("ImageDisplay");
InfoImage.Image = "interface\Info_Stuff\Info_test.png";
var InfoText = ShowInfo.GetControl("TextDisplay");
InfoText.Text = "This is a test of the info window text.";
ShowInfo.Center();
ShowInfo.GoSystemExclusive();
Game.UnloadObject(ShowInfo);

Can someone please tell me why the text works and not the image?

4
Game announcements / Re: Limbo of the Lost UK release
« on: June 12, 2008, 08:18:12 PM »
It's been a while since I posted here, but Wintermute is a wonderful engine that doesn't deserve this kind of bad publicity.  I hope that the knock on effect from these idiots isn't too damaging for the whole project.

5
Technical forum / Re: Changing the look of the player character
« on: April 28, 2007, 04:46:24 PM »
Presumably, then, it's best to assign these variables, Tom and Bill, inside the event handlers?
That would work. Or, since I assume 'Tom' is your main character, you could use a global variable for him and only refresh the variable after reloading the actor. Then all the other scripts using this global variable will get the right actor reference automatically.
Actually, it's a bit more complex than that as I'm not only switching the animation set for the main character, but also switching between characters as the one the player controls.

6
Technical forum / Re: Changing the look of the player character
« on: April 28, 2007, 07:34:55 AM »
Wow, thanks guys!  Your explanations are like the dawn arriving on a clear and beautiful morning.  Suddenly it all makes sense.  And I can see for miles.

Presumably, then, it's best to assign these variables, Tom and Bill, inside the event handlers?

7
Technical forum / Re: Changing the look of the player character
« on: April 27, 2007, 08:16:13 PM »
Yup, that's it. The 'Tom' variable still references the original actor, which gets invalidated. You'd need to refresh the reference after reloading a different actor by re-assigning Tom (Tom = actor;)
This is the point where I get completely confused and probably why I'll never be a programmer...  I'm clearly understanding this wrongly because I thought that as it was a variable local to a script that isn't yet triggered it wouldn't be affected that way.  What am I missing? 

8
Technical forum / Re: Changing the look of the player character
« on: April 27, 2007, 07:04:00 PM »
could you post relevant parts of the scripts?

Okay.  What I have on this particular screen are two separate areas.  When you click on one of the exits the actor goes off screen, I change the actor, move the object to another place off-screen and then walk him back on in the second area.  The reason for the change is that the perspective is different and I need a second set of sprites to deal with this.  The following code is in the on "LeftClick" section of the script for the exit.
Code: WME Script
  1.         actor.GoToObject(this);
  2.         Game.Interactive = false;
  3.         Game.UnloadObject(actor);
  4.         actor = Game.LoadActor("actors\Zared_Top\Zared_Top.actor");
  5.         Game.MainObject = actor;
  6.         actor.Active = true;
  7.         actor.SkipTo(-99, 713);
  8.         actor.GoTo(109, 667);
  9.         Game.Interactive = true;
  10.  

Edit:  Okay, I've just found that if I go to another location and come back to this one the problem fixes itself and I can interact with the other characters as normal.  I don't know if that helps in any way.

Edit2:  I've just found out that the problem, although triggered by what I'm doing here, seems to be in the script for the character I'm interacting with.  In order to keep track of who's speaking I substitute variables for the actor and the character, so it reads as follows:
Code: WME Script
  1. var Tom = actor;
  2. var Bill = this;
  3.  
  4. ////////////////////////////////////////////////////////////////////////////////
  5. on "Talk"
  6. {
  7.         Game.Interactive = false;
  8.         Tom.Talk("Hi Bill.");
  9.         Bill.Talk("Hi Tom.");
  10.         Game.Interactive = true;
  11. }
  12.  
This normally works fine, but stops working for the actor character after the change.

9
Technical forum / Re: Changing the look of the player character
« on: April 27, 2007, 03:33:21 PM »
You will need to create two actor files and simply unload the old actor and load a new one (the actors can share the same script - i.e. the "brain").

Code: WME Script
  1. // unload the original actor
  2.  
  3. // and load a new one
  4. actor = Game.LoadActor("path\bill2.actor");
  5.  
  6. // this is necessary to transfer the scene scrolling to the new actor
  7. Game.MainObject = actor;
  8.  


Okay, there's a development...

If I put the above code into a scene_init script it works fine (the change happens when I go from one location to another).
However, if I put this code into another object's script so that interacting with this object triggers the actor change and there is no change of location, then when I interact with other characters I get an error message - "Runtime error. Script 'actors\devlin\Devlin.script', line 14
15:16:   Call to undefined method 'Talk'. Ignored."  Yet this is only for the actor object.  The character I'm interacting with displays his dialogue as normal.

10
Technical forum / Re: Changing the look of the player character
« on: April 02, 2007, 10:44:13 AM »
Thanks sharkbait, that's excellent.  I've filed it away for future use as I'm not sure if I'll be using a global inventory or not.

11
Technical forum / Re: Changing the look of the player character
« on: March 29, 2007, 02:45:17 PM »
Turns out it WAS me being stupid.  :)

I got the two actor files, but it was UnloadObject bit I was missing.

Thank you so much.

12
Technical forum / Changing the look of the player character
« on: March 29, 2007, 01:01:58 PM »
I did a search but didn't seem to be able to find anything on this.

How do I go about changing the look of the player character?  I have created two sets of sprites in eight directions (Bill1 and Bill2, say).  The player character starts as Bill1 but then there is an interaction which means he changes his appearance and becomes Bill2 (interacting with a wardrobe means he puts on a suit, say).  I'm sure there must be some sort of function to do this, but I'm either being very stupid or it's not obvious what I should do.

Any help, please?

13
General Discussion / Re: News about Mnemonic
« on: November 22, 2005, 11:58:06 AM »
Hooray!!

Here's wishing you a speedy full recovery.

14
General Discussion / Re: News about Mnemonic
« on: November 21, 2005, 12:21:31 PM »
I, too, hope he makes a speedy recovery.  My thoughts are with you.

15
Help wanted and offered / Re: Help with english translation
« on: August 27, 2005, 02:15:15 PM »
I don't think you should be embarrassed by anything here - even professional translators often need a helping hand.  Last year I script edited the English version of The Westerner which had been translated from the original Spanish.  There was nothing wrong with the translated English as such, it had simply lost the style and flair of the original.

If you want to have someone polish the English version so that it has it's own identity and natural feel, you need to use someone who will go beyond just the literal interpretation.

For instance, the line, SYSENG1010   The people throw money into it and wish themselves something.
You could write as "People throw in money and make a wish."  or "You could make a wish, but don't forget to throw in some money first." or other variations depending on the style of the character/narrator who's speaking.

Think about the character who's speaking at all times.

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